Author Topic: Where to Begin...  (Read 3335 times)

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Offline XxoriginxX (OP)

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Where to Begin...
« on: December 09, 2012, 05:59:23 PM »
Well, that basically is my question- I've been registered on this forum for a while, but I have yet to really get "into" Aurora.   I'm trying to now with an Earth start with a pop of 10 billion, and.  .  .   I have no idea where to start.   I tried before, but my military ships usually end up being complete and utter crap, so.  .  .   A little guidance would be appreciated. 

EDIT: I mean, I know how to assign officers and things like that. . .  I just don't know anything about ship design, whatsoever.  My first actual combat (a while back) was simply me entering a system and having my jump gate building ship blown up since I didn't know how combat worked.  I thought you just flew close and that it was all automatic.
« Last Edit: December 09, 2012, 06:06:39 PM by XxoriginxX »
 

Offline Steve Walmsley

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Re: Where to Begin...
« Reply #1 on: December 09, 2012, 06:20:28 PM »
I'll let others get into the ship design and combat but the main thing I would suggest is starting with a much smaller population - maybe 500 million.

Steve
 

Offline XxoriginxX (OP)

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Re: Where to Begin...
« Reply #2 on: December 09, 2012, 06:24:51 PM »
Well, the problem with that is that I end up stuck with 3 shipyards and 20 research labs, and it just doesn't feel. . .  right.
 

Offline Steve Walmsley

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Re: Where to Begin...
« Reply #3 on: December 09, 2012, 06:47:50 PM »
Well, the problem with that is that I end up stuck with 3 shipyards and 20 research labs, and it just doesn't feel. . .  right.

Believe me, less to worry about while learning is a good thing :)

Combat and ship design are very detailed. There are some tutorials in the Tutorial sub-forum but they are several versions out of date. Even so they should you give you an idea of what's involved. It would also be a good idea to read through the change logs in the Mechanics forum to see what has changed since the tutorials were written. There is information on the Wiki and there a LOT of forum posts in the Academy forum about combat and ship design.

Steve
 

Offline se5a

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Re: Where to Begin...
« Reply #4 on: December 09, 2012, 07:25:52 PM »
Any ship design? or combat specific ship design?
 

Offline XxoriginxX (OP)

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Re: Where to Begin...
« Reply #5 on: December 09, 2012, 07:27:57 PM »
Combat specific.  Designing things like geological survey vessels is not too hard.  Designing a sensor ship for combat. . .  well, I hardly even know what sensor size and ranges and resolutions are decent.
 

Offline Nathan_

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Re: Where to Begin...
« Reply #6 on: December 09, 2012, 07:39:22 PM »
The only way to learn that is experience, but Res 1, Res 20, and Res 100 are the basics for anti-missile/fighter, anti-fac, and anti-ship respectively.
 

Offline Panopticon

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Re: Where to Begin...
« Reply #7 on: December 09, 2012, 07:46:00 PM »
I usually go with Res 60 as my general anti ship sensor, it gives up some max range but picks up the small guys sooner, and even gets FAC before they get to energy range. Though I usually run a Res 20 for those as well, Res 1 is of course required for missile defense.
 

Offline se5a

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Re: Where to Begin...
« Reply #8 on: December 09, 2012, 07:46:46 PM »
mmm I duno so much, I'm noob as well and I've not come across any... intelegent life yet but I'm bumming around with sensors that will detect ships of about 6,000ton out to a range of about 500mkm.

I'm not yet actively searching for life so much as searching for exploitable resources so the ships that I have these sensors on do not yet have jump drives of their own, they're mostly just sensor frigates for the rest of my non jump capable fleet designed to keep my homeworld and immediate systems safe.
I did have these ships stationed at jump points, but that was before I learned fully about maintenance. I now also have a tug so I'm considering designing a base with a sensor and some basic close in defence that I can stick at the jump points.

I've been savescumming and sending the fleet to wreak havoc on a not so intelligent life when I want to test/getboard (and get owned)
 

Offline XxoriginxX (OP)

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Re: Where to Begin...
« Reply #9 on: December 09, 2012, 08:01:40 PM »
Well, since it's going to be a while before I find sentinent life, the least I could do is start without military and save those Fast OB points.
 

Offline Jorgen_CAB

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Re: Where to Begin...
« Reply #10 on: December 10, 2012, 02:40:22 AM »
For building ships the absolutely easiest thing is to look at the various threads in the the "Bureau of Ship Design" section of the forum. There you should be able to find many examples of ship designs and their general uses. Why not post a few of your own designs and people will tell you your most glaring problem or flaws so you can correct them.

When it comes to building sensors for your ships there are probably as many answers as thee are players playing this game since their designs depends on your play stile as much as efficiency. Personally I like to economise all my designs as much as I can, much depending on the current game I play. For me this means that I try to use many small sensors and make extensive use of smaller scout crafts. The benefit of this is that you can get away with building smaller sensors that are quite easy to research. On a 250 ton fighter scout you can usually fit a size three sensor while a 500 ton fighter I usually fit a size 5 sensor and a size 1.5 EM sensor.

Also remember that it is easier for the enemy to pick up your EM signature the higher the resolution on your scanners you use. As an example, if you use a resolution 100 scanner then a size one EM sensor of the same tech level as you will detect the EM signature at the same time you detect a 5000 ton object and bigger. While if you use a resolution 50 scanner you can detect a size 2500 ton object and the enemy would need an a passive EM of size two using the same tech level to detect you at the same range. Therefore it can be beneficial to use very low resolutions on smaller scout crafts, but it also mean they have to get closer to scan their intended objects.
I would say that resolution 20 scanner on scout crafts are generally a good idea. Anything from 60-120 resolution on regular ships are what you want. Just pick one and try to stick with the choice to standardize or pick one based on the size of your enemies ships when you find them.
Bigger resolutions scanner will turn your ships into EM magnets but they can be useful anyway. If you want to be aggressive then bigger resolutions means bigger active range and if you know that the enemy has larger ships that you can detect then why not. Put them on ships that you only turn on the sensor once you are detected anyway.

My regular sizes for scanner are 1,5,20,80 and 240. But I usually redesign them once I meet an enemy and tailer them after their ships.

You also need to remember to the put the right resolution on your MFC "Missile Fire Controls". In general it is easiest to have an active sensor and an MFC that uses the same resolution and distance, not necessarily on the same ship but in the same task-group at least. There are, in general, only reason to include more than one sensor in a group for backup if one of them is damaged if the ship carrying it is destroyed.

When it comes to designing the ships themselves you need to think in terms of efficiency versus versatility and economy overall. Do you have plenty of fuel reserves, if so, do you want high powered engines (with a higher risk of exploding) or do you need fuel efficient drive to conserve your overall fuel reserves?

What economy do you have in building naval yards?

In general I have found out that it is cheaper to actually build bigger ships in the long run. They are cheaper to (in both minerals and time) refit after built and they build much faster per tonnage as well and so they will keep up with your tech progression much faster than smaller ships. The reason they are cheaper is that they need much less retooling done since they usually change much less tonnage per retooling between  versions.
The drawback with big ships though are that they present much bigger thermal images to an enemy and so can be hard to sneak up on enemies with. Smaller escort ships can also be good if they have tonnage that are less than the normal resolution of your enemy. If an enemy run with resolution 100 active scanners for the most part then building escorts in sizes of 4000 tons means that they most often will target your bigger ships first and leave your frail escorts alone to do their job.

Lets say that you want to build a task-group of destroyers that should be self sufficient and able to both attack and defend adequately. Let's say they will be standardised around 9000 tons and you will produce five ships for each task-group. You would like to have one designated as the leader, this ship could be fitted with a jump engine and carry most of the battle groups sensors. Although, you should keep some backups on your other ships as well, smaller but sufficient to at least make the group survive if the leader is lost.
You then either design one or two other ships. You either go with the principle that every ship should do one thing and do it well or make them dual purpose and keep your production much simpler. If you go with the first choice you might build one destroyer that primarily mount anti-ship missiles and launchers and one ship that primarily carry anti-missile launchers and gauss cannons for point defence.

I hope I have given you some ideas to try and experiment with.
 

Offline SteelChicken

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Re: Where to Begin...
« Reply #11 on: December 10, 2012, 11:42:49 AM »
Read everything in the forums.  Practice, and prepare to start over a lot.  The learning curve is very high and the UI is...unintuitive.   Don't get frustrated, just learn from your experiences.


 

Offline Erik L

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Re: Where to Begin...
« Reply #12 on: December 10, 2012, 11:55:12 AM »
The fiction forums are also good places to learn about shipbuilding.

Offline Jumpp

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Re: Where to Begin...
« Reply #13 on: December 10, 2012, 12:49:17 PM »
Here's a few simple things I wish I'd understood as I got started:

- Keep an eye on your wealth/income tab.  Aim to spend somewhere between 1/3 and 1/2 of your income on research.  If it's less than that, build more labs.

- If you find alien colonies, immediately leave the system.  They get really crabby about ships in their inhabited systems.  If you stick around to scout and learn more they'll most likely start shooting within a few months, even if they were originally disposed to be peaceful.  Leave, chat them up remotely, and wait to be invited back in.

- Don't go schlepping minerals around in freighters.  Put mass drivers on your industrial colonies and your mining colonies, and use those to shift your minerals.

- Don't spend big piles of Duranium building infrastructure.  That stuff is precious.  Terraform to colony cost 0.0 before you send people.  That's kind of a radical view, but it's been working well for me.

- Be aware that the civilian hauling sector will (mostly) only haul stuff from high-population worlds to destinations within a jump or two.  They'll happily haul auto miners and mass drivers out to Hale-Bopp for you, but you're on your own when it comes time to go recover the gear.

- Your fighting ships must either be faster than the enemy or have greater reach than the enemy.  Get both if you can manage it.  If you can only manage one, speed is better.

- Don't put too much fuel on your fighting ships.  30 billion km range is plenty.  If you find that it's painless to add tons more range, this is a sign that your drives are way too fuel-efficient and, consequently, your ships are too slow.  Aim to have about 1/3 of your warship displacement taken up by engine and fuel, with maybe 4 tons of engine for 1 ton of fuel.  That's just for war ships.  Civilian ships and surveyors will have a much different profile.

- If you chose to allocate your own starting research points, you use SpaceMaster mode to do it.  You also use SpaceMaster mode to buy your starting ships & PDCs.

 

Offline XxoriginxX (OP)

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Re: Where to Begin...
« Reply #14 on: December 10, 2012, 09:08:51 PM »
I know about all the SM stuff.  It's not so much the mechanics at is is combat-related ship design and. . .  well, anything combat-related, including ground troops and PDCs.  Though I did have an idea. . .  would it be foolish to make a craft with a lot of high resulution/low size sensors, cloaking, and a bunch of plasma cannonades in order to shoot enemies to death without them even knowing that I am there until it is too late?